On Friday 26 May 2006 12:03, Curtis L. Olson wrote:
> You would almost have to redo the scenery in the areas with ocean
> coverage to include the ocean floor elevation, then draw the ocean as a
> seperate layer that can be moved up and down exposing more or less of
> the terrain.
>
> The trick maybe to find a good sea floor elevation database that is
> reasonably compatible with SRTM, and mesh the two data sets seamlessly.
>
> Curt.

I like this idea, as it is a more generic approach and could work for steeper 
shorelines (like those around KSFO).  Smaller layers could then be used to 
simulate the effects of waves as well, and based on the camera's distance to 
these layers, we could then play the sounds for wave.

Water surface should be handled differently than land right from the 
beginning.  Right now, any plane could land on the water as if the water is a 
giant runway.  By having the water as a separated mesh, we could finally 
simulate the plane-water interaction properly.  I feel that this method would 
move us into the right direction.

Ampere


-------------------------------------------------------
All the advantages of Linux Managed Hosting--Without the Cost and Risk!
Fully trained technicians. The highest number of Red Hat certifications in
the hosting industry. Fanatical Support. Click to learn more
http://sel.as-us.falkag.net/sel?cmd=lnk&kid=107521&bid=248729&dat=121642
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to